
Experience YIIK: A Postmodern RPG 1.5 (I.V) update with revamped battles and cutscenes. A child relinquishes her name for a birthday invite, hoping to find her brother. Alex's reality unravels, guided by a mysterious cat, witnessing a woman vanish, igniting an obsession that threatens his world.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
An unusual error manifests on April 4th, a day that echoes the enigmatic code 404. In a desperate act of innocence, a child relinquishes her name for an invitation to a birthday party, her hope tethered to the faint possibility of finding her brother. Meanwhile, Alex, a recent college graduate, returns home, only to find his reality unspooling like a threadbare tapestry. Guided by a cat which slips through the very fabric of his mind, Alex descends into the depths of his consciousness where he witnesses the impossible: a woman, locked away in an iron maiden, vanishing into thin air. A vision which ignites an undying obsession and threatens to unravel the boundaries of his world.
Combat in YIIK I.V is an arcane dance, a turn-based system where players use everyday weapons against bizarre entities, aided by the power of Karta. When players or enemies take damage, they start to bleed, and every action taken while bleeding brings them closer to defeat. It’s a race against time to outlast the enemy and stem the flow of blood.
Navigate landscapes that blur the line between reality and dreams. These spaces are filled with intricate puzzles, deadly traps, and odd adversaries that challenge your perception, pushing the boundaries of what you know to be real.
The narrative shifts between the perspectives of Alex and the Nameless Child, drawing you into their separate yet intertwined realities, each twist revealing deeper layers of their destinies.

The game’s soundtrack features over 200 tracks across a wide range of genres, from drum and bass to progressive rock. Much of the music is performed by live musicians, adding a vibrant and authentic layer to the experience.
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 1Kreviews | 80% | — | $155.7K |
| $19.99 | 208ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i sighed as the evevator began to shake, vibrating with motion
Does he krow? He doesn't krow.
It's YIIKtastic!
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $155.7K | 4.4K | 93% | $2.99 | |
| $155.7K | 715 | 96% | $14.99 | |
| $155.9K | 225 | 84% | $34.99 | |
| $155.9K | 657 | 83% | $8.99 | |
| $155.9K | 438 | 61% | $9.99 | |
| $155.9K | 1.1K | 78% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $533.7K | 8.3K | 98% | $2.99 | |
| $31.7M | 87.4K | 97% | $19.99 | |
| $23.2K | 306 | 97% | $3.99 | |
| $665 | 11 | 82% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*languages with full audio support
| $19.99 |
| 194ratings |
| 40% |
| — |
| not modelled |
| $9.99−50% | 92ratings | 42% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A contender for best written narrative in the medium, a game that should be remembered as a masterful achievement on all fronts. Play if you're willing to put in work to understand a game, the payoff is worth it.
I recommend YIIK not because it is good but because its so incredibly bad at the things its bad at that i feel its a learning experience for the industry as a whole, for developers to take a look at for what not to do and for fans of video games, post-modernist storytelling and especially RPGs to have a shining example of what it looks like to do almost everything profoundly incorrectly. that being said, i do feel like there is a lot of good, enough good that the things i do not like about YIIK feel infinitely more like an albatross than if there werent good bits. to clarify, I do really like yick for what I *think* the developers, especially the writer, were going for, the idea of the protagonist being so extremely unreliable that the game borderline does not make sense if you take any of it literally is a cool idea to me but i could(and have) seen(and have seen) it rub people the wrong way.
Several years after hearing all of the criticisms surrounding this game and discovering later that it got a big combat overhaul, I decided to buy the game as an experiment. First and foremost, the combat for the game has improved dramatically from what I had seen initially; It is rather snappy, intuitive, and visually exciting. It is definitely much faster than it was before. With that being said, the combat system -- although it has breadth in terms of having many collectible Karta (cards that act as shields around your party members with unique passives and actives), Pokemon-style elements, equipment, field skills, and stats -- still lacks depth and customization in some areas, and is generally easy: - Enemies don't have skills unique to them. Although they can use Karta, those effects are predictable, as in, some instant damage or a stat boost. The enemies in this game behave in fundamentally the same way, so there is less incentive to diversify your party to withstand different enemy archetypes-- Instead, raw damage and speed is the winner. - Characters are mostly locked to their element types. There is a Karta that changes their element to water, and an ability exclusive to a few characters which copies an enemy's element type, but I think that's it. - Gear, for the most part, follows a linear upgrade path and is just numeric stat boosts. There isn't much of it to begin with, and it doesn't branch far into different regions of stats, so building a specialized kit for a party member is not doable. Additionally, there is essentially only one "best X in the game" for each equipment slot. - Stat distributions while leveling up only apply to Alex's character, which is mirrored for other characters I believe, making the diversification of stats across different part members harder to do. - Items are limited and not very exciting: A big chunk of them are healing items, eye drops -- which you only end up using on the eyeball enemies, gauze, which is great during boss fights but is pretty banal, smoke bombs to escape combat, which is almost never necessary, since after TPKs, you can simply choose to re-try the fight from the very beginning without any consequences, re-try with a booster pack, or simply revert to the previous save. - Save spots are all over the place, making TPK's far less of a concern. - You do not need to stock up on healing in some areas. You get them from vending machines, but, in some parts of the game, there are sinks that fully heal your entire party -- making the use of healing items outside of combat wasteful. If you get hurt, you could technically run to the sink and back instead of spending your food items. - Rarely will you ever need to use the active abilities on the Karta, as the circumstances for needing to activate them can be quite niche, and the trade offs of losing a chunk of your defense, the stat boosts that come with the card, and the card's passive typically outweigh the benefits provided to you by that card's active ability. - Some Karta are far more powerful than others: Seamstress doubles the holder's HP even after depletion, and for instance, when combining Poisoned Apple + Sorrowful Maiden, I was able to bypass the shielding provided by the enemy's karta, destroy all of them in one hit, and in a few cases, kill the enemy in one hit as opposed to having to make it through their karta first (which takes many hits to do). - Bleed/fire does not seem to scale with health, so, in late game, it becomes a poor source of damage and is not that threatening to your party. Although I've listed some pain points regarding the combat, I think it is still competent overall and is made more immersive with the music and visuals. The cutscenes are really cool: Think Microsoft 3D Movie Maker but if it were more cinematic and done in an avant-garde way. The visuals are fantastic as well -- certain areas of the game are stunning to look at and the variety in the environments in this game is enormous. The intentionally-reduced-framerate animation, low poly graphics, and pixel-art textures mesh well with the game's theme and in my mind were, although not initially liked, a bit ahead of its time on release in terms of aesthetic, and more relevant now since there has been a renewed interest in Y2K, PS1 style Demake games and music, low poly modelling, etc. The story is bizarre and incoherent. The dialogue is heavy-handed, abstract, or plain cringeworthy at times, bolstered by the fact that Alex, the main character, is intended to be as unlikeable as possible. Throughout the game, various world-building details, characters, and quirks regarding the 'other world' are shotgunned at the player without too much of a deep dive into them, the game is interleaved with a story arc that is entirely removed from the main story, cutscenes are introduced that appear to jump forward and backward in time, and monologues from Alex frequently interrupt the flow of the story, intentionally fragmenting it. The trick is to not take the story at face value but instead to 'experience' it and come up with your own interpretations for aspects of the world that are left ambiguous. However, having to do it this way is not necessarily a boon: Players expecting the truss work of a strong storyline, in the side stories most notably, are left instead with vague and oftentimes flowery storytelling that leaves mounting, unanswered questions about the circumstances of the world and the characters. It isn't for everybody; however, those for whom it is will find it intriguing, but not without its flaws. Overall, YIIK was certainly not what I expected, and the comeback was monumental, although it is a rough gem. I think the most straightforward way to describe it is that it's a rough-around-the-edges cult-classic labor of love project that redeemed itself with the 1.5 update, bolstered especially with two new side stories to supplement its complicated universe and cast of characters -- and give the player a break from Alex's shenanigans. 8/10.
gem alert
"Only game I ever need" - Hellen Bong
(review posted after playing a pirated copy of the game and buying it after) i like this game a lot, but i think the idea of "the protagonist is INTENTIONALLY an annoying piece of ♥♥♥♥" excuse only works if you're already able to be patient enough to deal with him -someone who alex eggleston is probably intended to be a parody of
yiik out
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Players by region
Where this game's players are, estimated from review languages.